Thursday, December 2, 2010

Kayak

You need to understand the basic rules of kayaking in order to fully enjoy your kayaking adventure, and make sure you also have the tools necessary to learn kayaking the easy way as you get started.

The basic instructions for kayaking are similar to those for most water sports such as canoeing, white water rafting etc. It is recommended that you take a basic class that teaches about kayaking and the basics you need to know before you go out on a kayak. It is also a good idea to always go out kayaking with a friend or two.

Many Kayaks are built for two people. There are also kayaks for singles, and groups of threes and fours. Some people love the silent, methodical motion and the feel of gliding across the water all alone and undisturbed--however, if you are kayaking for the first time, or if you are just a beginner, it is not the best suggestion to go out alone on the water--in case something goes wrong.

The following are a few examples of the basic rules of kayaking. These will be important to know--preferably first hand from an instructor. Many kayaking resorts offer kayaking lessons for beginners that include both instruction and in-water adventure. So do not be intimidated. This is a wonderful summer sport I know you would hate to miss out on.

·First you need to know how to stretch your muscles before kayaking:

Kayaking is an extreme exercise for your upper body muscles. You will want to stretch out your arms very well, and if you already have some muscle tone to your arms and back--you will have a great advantage because you will not get tired as quickly as someone who is not as strong.

However, kayaking on a regular basis is a great way to build upper body strength, too. So if you live nearby a suitable place for kayaking--you may want to consider using this fun, relaxing and popular sport as a form of exercise you will be sure to enjoy.

·How to properly sit in a kayak:

You will want to make sure that you sit in the kayak correctly from the beginning, you will need to know the proper way to sit so that your boat does not become unstable and you do not risk tipping over. This is fairly easy to do many kayaks make it very self-explanatory and comfortable as well. However, it is much better demonstrated than described.

·How to hold your paddle:

As with canoeing etc, you will need to know how to hold your paddles so that you can maintain a firm grip as well as the capability to steer the kayak the way you want.

·Proper paddling techniques:

Of course, you will have to know more than just how to grip the paddle, but how to use your paddle for steering. It is easy to get stuck turning your kayak in circles, which can not only be frustrating but also hold you back and separate you from the rest of the group.

·Rules of the waterways:

There are many kinds of kayaks, ocean kayaks, river kayaks and kayaks designed for use on lakes or stiller waters. For every kind of body of water you kayak there will be certain rules that pertain to the dangers of kayaking in such types of waters, what to expect, and how to best manage your kayak once you are out there having fun.

No matter what kind of kayaking you do this season, make sure you know what you need to in order to exercise the most caution and keep yourself safe while having a great time. Kayaking has always been a favorite sport of mine, as well as my entire family. It is an activity we can all enjoy together.

Anne Clarke writes numerous articles for websites on gardening, parenting, fashion, and home decor. Her background includes teaching and gardening. For more of her articles on recreation please visit Kayaking Trips.

Article Source: http://EzineArticles.com/?expert=Anne_Clarke

Badminton

Toss

The rules of badminton states that a toss shall be conducted before a game starts. If you win, you can choose between serving first or to start play at either end of the court. Your opponent can then exercise the remaining choice.




Scoring system

The rules of badminton states that a badminton match shall consist of the best of 3 games. In doubles and men's singles, the first side to score 15 points wins the game. In women's singles, the first side to score 11 points wins the game.

If the score becomes 14-all (10-all in women's singles), the side which first scored 14 (10) shall exercise the choice to continue the game to 15 (11) points or to 'set' the game to 17 (13) points.

The side winning a game serves first in the next game. Only the serving side can add a point to its score.

Recently BWF have been testing a new scoring format of 21 points per game on all major Badminton competition and decided to replace the old format permanently.

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Change of ends

The rules of badminton states that you have to change ends with your opponent after finishing the first game. If a third game was to be played, you shall change ends when the leading score reaches 6 in a game of 11 points or 8 in a game of 15 points.




Rules of Badminton - Singles



Serving and receiving courts

You shall serve from, and receive in, the right service court when you or your opponent has scored an even number of points in that game.

You shall serve from, and receive in, the left service court when you or your opponent has scored an odd number of points in that game.

You and your opponent will hit the shuttle alternately until a 'fault' is made or the shuttle ceases to be in play.




Scoring and serving

You score a point and serve again from the alternate service court when your opponent makes a 'fault' or the shuttle ceases to be in play because it touches the surface of your opponent's side of court.

No points will be scored when you make a 'fault' or the shuttles ceases to be in play because it touches the surface of your side of court. The serving right will then be transferred to your opponent.




Rules of Badminton - Doubles


At the start of the game, and each time a side gains the right to serve, the service shall be delivered from the right service court. Only your opponent standing diagonally opposite of you shall return the service.

Should your opponent's partner touched or hit the shuttle, it shall be a 'fault' and your side scores a point.




Order of play and position on court

After the service is returned, either you or your partner may hit the shuttle from any position on your side of the net. Then either player from the opposing side may do the same, and so on, until the shuttle ceases to be in play.




Scoring and serving

If you are serving or receiving first at the start of any game, you shall serve or receive in the right service court when your side or your opponent's side scored an even number of points.

You shall serve from or receive in the left service court when your side or your opponent's side has scored an odd number of points.

The reverse pattern shall apply to your partner.

In any game, the right to serve passes consecutively from the initial server to the initial receiver, then to that initial's receiver's partner, then to the opponent who is due to serve from the right service court, then to that player's partner, and so on.

You shall not serve out of turn, receive out of turn, or receive two consecutive services in the same game, except as provided in service court errors and 'lets'.




Service court errors

A service court error has been made when a player has served out of turn, has served from the wrong service or standing on the wrong service court while being prepared to receive the service and it has been delivered.

If a service court error is discovered after the next service had been delivered, the error shall not be corrected. If a service court error is discovered before the next service is delivered, the following rules apply.

If both sides committed an error, it shall be a 'let'. If one side committed the error and won the rally, it shall be a 'let'. If one side committed the error and lost the rally, the error shall not be corrected.

If there is a 'let' because of a service court error, the rally is replayed with the error corrected. If a service court error is not to be corrected, play in that game shall proceed without changing the player's new service courts.




Faults

The rules of badminton consider the following as faults:

- If the shuttle lands outside the boundaries of the court, passes through or under the net, fail to pass the net, touches the ceiling or side walls, touches the person or dress of a player or touches any other object or person.

- If the initial point of contact with the shuttle is not on the striker's side of the net. (The striker may, however, follow the shuttle over the net with the racket in the course of a stroke.)

- If a player touches the net or its supports with racket, person or dress, invades an opponent's court over the net with racket or person except as permitted.

- If a player invades an opponent's court under the net with racket or person such that an opponent is obstructed or distracted or obstructs an opponent, that is prevents an opponent from making a legal stroke where the shuttle is followed over the net.

- If a player deliberately distracts an opponent by any action such as shouting or making gestures.

- If the shuttle is caught and held on the racket and then slung during the execution of a stroke.

- If the shuttle is hit twice in succession by the same player with two strokes.

- If the shuttle is hit by a player and the player's partner successively or touches a player's racket and continues towards the back of that player's court.

- If a player is guilty of flagrant, repeated or persistent offences under Law of Continuous Play, Misconduct, Penalties.

- If, on service, the shuttle is caught on the net and remains suspended on top, or, on service, after passing over the net is caught in the net.




Lets

'Let' is called by the umpire, or by a player (if there is no umpire), to halt play.



A 'let' may be given for any unforeseen or accidental occurrence.The rules of badminton consider the following as 'lets':

- If a shuttle is caught in the net and remains suspended on top or, after passing over the net, is caught in the net, it shall be a 'let' except on service.

- If, during service, the receiver and server are both faulted at the same time, it shall be a 'let'.

- If the server serves before the receiver is ready, it shall be a 'let'.

- If, during play, the shuttle disintegrates and the base completely separates from the rest of the shuttle, is shall be a 'let'.

- If a line judge is unsighted and the umpire is unable to make a decision, it shall be a 'let'.

- A 'let' may occur following a service court error. When a 'let' occurs, the play since the last service shall not count and the player who served shall serve again, except where in situations where the Law of Service Court Errors is applicable.




Shuttle not in play

A shuttle is not in play when it strikes the net and remains attached there or suspended on top.

A shuttle is not in play when it strikes the net or post and starts to fall towards the surface of the court on the striker's side of the net.

A shuttle is not in play when it hits the surface of the court or a 'fault' or 'let' has occurred.




Continuous play, misconduct, penalties

Play shall be continuous from the first service until the match is concluded, except as allowed in intervals not exceeding 90 seconds between the first and second games, and not exceeding 5 minutes between the second and third games.




Officials and appeals

The referee is in overall charge of the tournament. The umpire, where appointed, is in charge of the match, the court and its immediate surrounds. The umpire shall report to the referee. The service judge shall call service faults made by the server should they occur. A line judge shall indicate whether a shuttle landed 'in' or 'out' on the line or lines assigned. An official's decision is final on all points of fact for which that official is responsible.



An umpire shall:

- Upload and enforce the Rules of Badminton and, especially, call a 'fault' or 'let' should either occur.

- Give a decision on any appeal regarding a point of dispute, if made before the next service is delivered.

- Ensure players and spectators are kept informed of the progress of the match.

- Appoint or remove line judges or a service judge in consultation with the referee.

- Where another court official is not appointed, arrange for that official's duties to be carried out.

- Where an appointed official is unsighted, carry out the official's duties or play a 'let'.

- Record and report to the referee all matters in relation to continuous play, misconduct and penalties.

- Take to the referee all unsatisfied appeals on questions of law only. (Such appeals must be made before the next service is delivered, or, if at the end of the game, before the side that appeals has left the court.)

Archery

Archery Game

Archery Game is a precision sport where the competitors aim and shoot at a target using a bow and arrow. Archery competitions can be divided into the following disciplines:
•Outdoor Target Archery
•Indoor Target Archery
•Field Archery
•Run-Archery
•Clout Archery
•Flight Archery
•Archery Biathlon is practiced under IBU now
There are three types of bows used in archery competitions:
•Recurve bow
The recurve bow’s ends curve away from the archer when the bow is held in the shooting position. The recurve shape can reduce the loading when fully drawn and imparts more energy to the arrow than a longbow of similar top draw weight.

•Longbow
The longbow is the most basic of bows. It is usually shaped from a single piece of timber and the grip is typically made from a strip of leather bound around the bow. A small shelf is cut into the side of the bow for the arrow to rest on. The tip of the arrow is kept at full draw to shoot.

•Compound bow
A compound bow has pulleys set at the end of its limbs. The purpose of these pulleys is to make the cocked, ready to fire position of the bow easier to hold.

The middle part of the bow, that is, the part that does not bend is called the riser.

Every arrow is made of four parts:
•Tip
There are three types of tips: field, hooked and silver. Arrow tips also have different designs. The point tipped arrow is most common. The small blades of the hooked tip may cause tearing and bleeding. Bladed arrows are more damaging than hooked tip ones, but they are easier to remove.

•Shaft
Four types of materials are used to make shafts: wood, bone, ceramic and steel. The most common material used is wood. Steel is the strongest material, followed by porcelain and bone. Before making arrows, wooden shafts should be sorted by spine and weight. Aluminum and carbon composite shafts are light, durable and uniform, but are quite expensive.

•Fletch
The fletch or the feathering of the arrow affects the distance it travels and its impact. Fletches could be feathers or plastic vanes. There are six types of fletch patterns: round, parabolic, shield, wood vane,bone vane, and ceramic vane. The round cut is the easiest pattern to fletch. The parabolic cut’s spin gives the arrow additional flight range. The shield cut has a shorter range than the round or parabolic cut, but its spin provides superior armor penetration.

•Nock
There three types of nocks: large, medium and small. These are differentiated on the basis of the size of their groves. When the groove is large,the arrow is easier to make. When the groove is small, the arrow travels farther.

Fletching is the art of making arrows from component pieces.

Olympic Archery

Archery appeared for the first time in the Olympics in 1900, and was held in the Games of 1904,1908 and 1920. In these early games, the events varied widely, and the sport was dropped because of the lack of international rules. The Fédération Internationale de Tir à l'Arc (FITA) is the international governing body of the sport. The FITA was established in the year 1930. The FITA implemented standardized rules for competition and archery returned to the Olympics in 1972. Team competition was introduced in Olympic archery in 1988.

Olympic archery consists of four events:
•Men’s Individual
•Women’s Individual
•Men’s Team
•Women’s Team
The scoring system is based on a ten-ring target. Each section of the target is worth from one to ten points. Arrows that bounce off the target or pass through are also counted. The target face is set at 70 meters (229 feet, 8 inches) from the shooting line and the center gold of the target is set 130 centimeters (4 feet, 3 inches) above the ground. The target is usually made of paper and has a diameter of 122 centimeters (4 feet). The target is divided into five colored rings and each ring is divided in half. The width of each color zone is 12.2 (4.8 inches) centimeters and the width of each scoring zone -- half of a color zone -- is 6.1 (2.4 inches) centimeters.

Archery Tip

To be a good archer, you need a steady hand, a good eye and the ability to keep calm. Archery competitions usually test the contestant’s accuracy. Focus is the key archery tip and regular practice is important. Improve your accuracy gradually. Select a target and focus on it alone. Choose the right bow and arrows. Archery tip is , Tune your bow to achieve consistent shots and good arrow flight.

Archery Rules

For the individual events in the Olympics, there is a ranking round followed by the FITA Olympics round. The ranking round states one archary rule that the archers shoot 72 arrows at a target 70 meters (229 feet, 8 inches) away in 12 ends of six arrows each. 720 is the perfect score.

The FITA Olympic round is divided into the elimination round and the finals round. The 64 competitors are seeded from the ranking round and advance to the elimination round. It is a single-elimination, head-to-head style of competition (seed No. 64 vs. seed No. 1, 63 vs. 2, and so on). Six ends of three arrows -- for a total of 18 -- are shot at a target 70 meters away with a 40-second time limit per arrow.Acording to this archery rule Winners of every match move on to the next round.

There are eight archers in the finals.The round begins with the quarterfinals and continues with the semifinals and final. In the semifinal and final rounds, archers shoot four ends of three arrows each -- for a total of 12 -- with a 40-second time limit per arrow.Acording to this archery rule The losers of the semifinals shoot in the bronze medal match and the two winners shoot in the gold medal final.

A tie is broken with ”sudden death" overtime. Each archer shoots one arrow and the highest score wins. If tied, a second arrow is shot for highest score. If still tied, a single closest-to-the-center arrow determines the winner. Archers have 50 seconds to shoot each tie-breaking arrow.

Shooting

Introduction
The rules used in Olympic Shooting competition are established by USA Shooting (USAS), the national governing body for the Olympic sport of shooting in the United States. These rules apply to shooting events and activities recognized by and/or promoted by the International Shooting Sport Federation (ISSF), and rule changes made by ISSF will be adopted by USAS. USAS does in some cases recognize events not recognized by ISSF, thus USAS is the governing body for such events.
Like any governing body, USAS has many, many rules. I have dug through them and will highlight the important ones - general equipment guidelines, and methods of scoring. These ought to help anyone who wants better understand what you're likely to see at an Olympic shooting event. I have omitted tedious details such as restrictions on firearm size and weight.


Scoring
•In all of the rifle and pistol events, round targets are used. These consist of a series of concentric circles, with each successively larger circle scoring fewer points. Target size varies according to the distance from the shooter to the target. The center circle of such a target is what's usually referred to as a bullseye, and it's worth ten points. Scores are totalled to determine the winner of each event, which of course is the shooter with the highest score.

•For shotgun events, clay targets are thrown into the air. The shooter's goal is to break each target. The winner is the shooter who breaks the most targets.

•In double trap and skeet, the shooter is only allowed one shot per target.

•For the trap event, two shots are allowed for each target.
Equipment
•An air pistol is a handgun that shoots lead pellets propelled by compressed air or carbon dioxide gas. The air pistols used for Olympic events are very different-looking from most other handguns. These pistols use 4.5mm (.177 inch) pellets. The gun must be loaded with only one pellet, and ported barrels/perforated barrel attachments are allowed.

•Like the air pistol, the air rifle uses compressed air or carbon dioxide (co2) gas to propel a 4.5mm (.177 inch) lead pellet at a target. The difference is that the rifle is a shoulder-mounted gun with a longer barrel, and is usually much easier to shoot accurately than a pistol. For the 10M Olympic event, thumb holes, thumb rests, palm rests, heel rests, spirit levels, and bipods are prohibited.

•The rapid-fire pistol event specifies that the handgun may not be single-shot, therefore semi-automatic pistols or revolvers may be used. In 2008 this event will apparently be rimfire only, meaning only 22-caliber rimfire guns will be allowed. No compensators or perforated barrel attachments may be used.

•Equipment rules for pistol events differ from those for the rapid-fire event described above. 22-caliber rimfire single-shot pistols are the only type allowed.

•For the "rifle 3 positions" event as well as prone, any action 22-caliber rimfire rifle may be used. Thumb holes, thumb rests, palm rests, heel rests, and spirit levels are allowed.

•For shotgun events including double trap, trap, and skeet, any smooth-bore shotgun 12 gauge or smaller may be used. No slings are allowed. Compensators may only be used for the skeet event. Guns with magazines must be blocked so it will hold no more than one shell. Ported barrels are allowed (subject to jury approval), and optical sights are prohibited.

Soccer

Well, the answer is pretty simply; if you don’t know the basic soccer rules you will not either know how to play soccer. However, you will not need to remember every soccer rule as many of them will not give you any advantage on the field. In this article I have only selected the most necessary ones that you need to learn in order to perform well.

No Rules = An Unfair Game
The game of soccer would be unfair if only your opponents had permission to set the rules for the match. And if both your and the opposing team had permission to make the rules, there would probably be so much discussion about every situation that you, your teammates and the opposing players would not care about how the match ended.

That’s why players, coaches and soccer associations over the whole world have decided which soccer rules should be followed. The referees just make sure that you and other players are following the soccer rules. But what if you get angry at the referee if he/she makes a wrong decision? Like giving the opposing team a penalty kick when their player was not even in the penalty area (also known as the the box and 18 yard box).

Well, keep in mind always that it is the referee who decides if it is a foul or not. Don’t ever get angry at a referee, even if you do not agree with his/her decision about some particular situation on the soccer pitch. This will result in the referee getting even more stressed and confused, which will lead to more wrong decisions. The referee is also a human being who make mistakes and despite that he knows all the soccer rules perfectly he will still make mistakes. So, lead my advice; spare yourself unnecessary arguing and focus on your game.

How to calm down
Sometimes it is hard to not get angry at the referee, but keep in mind that there is no reason to complain because a referee will never change his/her decision afterwards. Use your energy to performing well and push yourself to work harder on the soccer field instead. I know this is easy to say when you are not upset on the field, but I usually count to 10 when I get angry at the referee, and after a while I feel better and so will you. I promise :-)

A match begins…
A match begins with a handshake between you (if you are the captain of the team) and the opposing team captain. Usually players say hey to each other and wish the referee and the other team good luck. The official soccer rules state that a game must start with a kick off from the centre of the soccer pitch.

End of the match
The match is over when you and your teammates say "thanks for the match" (this is not a must but the official soccer rules state that this is fair play and should be adapted by all teams) and both teams’ captains handshake the referee and say "thank you for the game" (even if no one is satisfied with the referee’s decisions during the match).




The 17 Fundamental Soccer Rules You Should Learn
Before we start, I just want you to keep in mind that it is not necessary to learn these rules in one day. Instead, reflect over them while you are watching a soccer game and try to memorize at least one of them per week. Now, let’s study these rules in more detail.






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The Free Kick


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A soccer freekick is a great scoring opportunity. It is often occurred when one of your opponents commits a foul on either you or one of your teammates (for example; pushing, tripping or missing a slide tackle). The referee may also reward your team with a free kick if one of your opponents touches the ball with his hands.

Dimensions of a Soccer Field


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I know by experience that soccer field dimensions can be pretty confusing, especially if you have recently started to play soccer. However, I know also that many people that have been played soccer many years do not know the size of a regular field. So, how big is a soccer field? Well, the minimum length is 100 yards and maximum 130 yards. The width can be maximum 100 yards or minimum 50 yards.








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Size of The Ball


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In soccer, there are generally three sizes of soccer balls. Size 5 which is the most common one, size 4 is generally used for U 12 and size 3 for U4. However, there are also custom made balls that are only used for inside play. These balls can’t bounce especially high and are easier to control then if you were playing with an outside ball. An official ball must weigh somewhere between 410 to 450 grams. To get more facts about this rule (e.g. how many leather panels does a soccer ball have or the general mass) click on this link.








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The Number of Players


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So, how many players on a soccer team is allowed in a game? Well, accoring to the official soccer rules, a team can have 10 outfield players and one goalie on the field. The amount of substitutions may vary but in official competition games there are only 3 substitutions allowed per team. In other type of games like friendly games or inside soccer the coach is usually allowed to perform an unlimited amount of substitutions. In youth games there are generally 6 outfield players and a goalie. The field and goals are also smaller than the regular ones.








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The Equipment You Need To Have


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The most basic soccer equipment you need to wear in order to play in a competition is a jersey, a pair of shorts and socks. You also need a pair of boots and approved shin pads. You will generally need to purchase the last two mentioned of your own money, beside that you don’t need anything more in order to play a soccer game. The colors of your team can’t be the same as the colors of your keeper.








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The Soccer Referee


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Being a soccer referee can be pretty tough sometimes. Beside knowing all the soccer rules, the referee need also to keep his calm and make right decisions during the whole game. That’s why it is so important to treat the referee with respect. My experience is that if you show respect against the referee, he will do the same against you. But, don’t criticize his decisions as he is also a human being and we all make mistakes. You will never win anything by arguing with him about his decisions; you will just make him more unsecure which will impact on his performance.








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The Assistant Referee


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An assistant referee do not acutally make any binding deciisons. During a regualr soccer game two assistant referees oversees the touch lines on each side of the field. The assistant referees were called lines men but in 1996 FIFA changed the soccer rules and came up with a new name to better reflect the modern role of these officials. Still, many people like to referee to them as "referee's assistants" or the "linesmen". The main referee may discuss his decision with the assistant referee but as I said before, he can also refuse them if he believe that they are not correct.








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Duration of The Game


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The duration of the match is different and depends on what competition you are participating in. If you play a regular soccer game (11 vs. 11), the time is 45 minutes per half plus overtime. However, in a cup there can also be extra time, 30 minutes (15 minutes per half). However, if you are playing an inside game the time is usually much shorter (about 12 minutes in futsal).








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The Restart of Play


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The most common situations where restart of play occurs are following; start of the game, after a goal is scored, at the start of the second half or extra time, a throw in, goal kick and a free kick. You should also know that it is possible to score directly from a kick-off. I’ve seen one of my teammates score few times so I know it is possible.








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Ball in and Out of Play


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According to the official soccer rules, a soccer ball is out of play when it has wholly crossed the goal or touch line independently on whether the ball is on the ground or in the air. The ball is in play at all other times, plus these; when it rebounds from a goalpost, crossbar or a corner flag and remains on the field. It is also in play when it rebounds from the referee (assistant as well).








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Method of Scoring


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In order to score a goal you need to send the whole ball over the goal line, between the goalposts and also under the crossbar. If not, then the referee might not approve the goal. If your team scores more goals then your opponents, the victory will be yours. However, if the game ends without goals or if both teams score an equal number of goals, then the match will end as draw. In some competitions, the soccer rules are little different as a game cannot end as a draw. Instead, an extra time is added. If the game ends as a draw even after the extra time a penalty shootout is used to determine the winner of the game.








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The Offside


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Many people see the offiside rule in soccer as something very complicated and hard to understand. However, I ensure that it is not more harder to learn than any other of the soccer rules presented in this guide. So, let me give you some examples on some common offside situations. You will be in offside if you are nearer your opponent’s goal line than your second last opponent and the ball. However, you will not be in offside if you are nearer your own half, in level with the second and also in level with the last two opponents.








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Fouls and Misconduct


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According to the official soccer rules of FIFA, you will be cautioned and the referee will show you the yellow card if you commit any of the following offences; You are delaying the restart of play. The referee found you guilty for unsporting behavior. You are throwing or kicking the ball away after the referee blows his whistle. You are entering or re entering a game without referees permission. Leaving the field without referee’s permission will also get you a yellow card. There are more things that may give you a yellow card but the above mentioned are the most common things players are punished for.








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The Penalty Kick


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The soccer penalty kick rule is a type of kick that is taken from twelve yards (about 11 meters) out from the goal line of your opponents. The goal kick taker, keeper and the referee are allowed to stand inside the 18 yard box. However, all other players must remain outside the 18 yard box until the ball is kicked. A player is allowed to kick the ball another time if the ball rebounds back to him. However, during a penalty shootout this rule is not available.








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The Throw in


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A soccer throw in is a method for restarting a soccer game. Your team will be awarded with a throw in when some of your opponents is the last player on the ball before it leaves the side line. It is also important to keep in mind that the whole ball must be completely over the side line (also known as the touch line).








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The Goal Kick


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Your team will be awarded with a goal kick when the ball has completely crossed the goal line. The ball must also be touch by one of your opponents. The official soccer rules state that as a goalie, you will have 6 seconds from placing the ball onto the ground to sending it upon the field. If you refuse to take the kick during the six seconds, the referee may punish you with a yellow card or an indirect free kick. You can also score a goal directly form the goal kick. However, you really need to have powerful kicks in order to succeed with that.








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The Corner Kick


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A soccer corner kick is another way of restarting a soccer game. It is also a very good scoring opportunity; in fact, many goals are scored from this type of kick. When taking a corner kick you need to control that your opponents are at least 10 yards from the ball. Keep in mind also that as soon as you touch the ball it will be counted as being in play.

Boxing

The uniform boxing rules and regulations were developed by the Association of Boxing Commissions (ABC) to ensure a level of safety for participants and to enhance the integrity of the sport of boxing.

Uniform Boxing Rules
As approved August 25, 2001, Amended August 2, 2002, Amended July 3, 2008

1.Each round shall consist be of a three (3) minute duration, with a one (1) minute rest period between rounds.
2.The referee is the sole arbiter of a bout and is the only individual authorized to stop a contest.
3.All bouts will be evaluated and scored by three (3) judges.
4.The 10 Point Must System will be standard system of scoring a bout.
5.The Mandatory Eight (8) Count after knockdowns will be standard procedure in all bouts.
6.All professional boxers are required to wear a mouthpiece during competition. The round cannot begin without the mouthpiece. If the mouthpiece is dislodged during competition, the referee will call time and have the mouthpiece replaced at the first opportune moment, without interfering with the immediate action. Points may be deducted by the referee if he feels the mouthpiece is being purposely spit out.
7.There is NO Standing Eight (8) Count.
8.There is NO Three (3) Knockdown Rule.
9.A boxer shall receive a twenty (20) second count if the boxer is knocked out of the ring and onto the floor. The boxer is to be unassisted by spectators or his/her seconds. If assisted by anyone, the boxer may lose points or be disqualified with such a decision being within the sole discretion of the referee.
10.A boxer who has been knocked down cannot be saved by the bell in any round.
11.If a boxer sustains an injury from a fair blow and the injury is severe enough to terminate the bout, the injured boxer shall lose by TKO.
12.Injuries sustained by Fouls:
A.Intentional fouls
1.If an intentional foul causes an injury, and the injury is severe enough to terminate the bout immediately, the boxer causing the injury shall lose by disqualification.
2.If an intentional foul causes an injury and the bout is allowed to continue, the referee will notify the authorities and deduct (2) points from the boxer who caused the foul. Point deductions for intentional fouls will be mandatory.
3.If an intentional foul causes an injury and the injury results in the bout being stopped in a latter round, the injured boxer will win by TECHNICAL DECISION if he is ahead on the score cards or the bout will result in a TECHNICAL DRAW if the injured boxer is behind or even on the score cards.
4.If boxer injures himself while attempting to intentionally foul his opponent, the referee will not take any action in his favor, and this injury shall be the same as one produced by a fair blow.
5.If the referee feels that a boxer has conducted himself in an unsportsmanlike-like manner, he may stop the bout and disqualify the boxer.
B.Accidental Fouls
1.If an accidental foul causes an injury severe enough for the referee to stop the bout immediately, the bout will result in a NO DECISION if stopped before four (4) completed rounds. Four (4) rounds are complete when the bell rings signifying the end of the fourth round.
2.If an accidental foul causes an injury severe enough for the referee to stop the bout immediately, after four (4) rounds have occurred, the bout will result in a TECHNICAL DECISION, awarded to the boxer who is ahead on the score cards at the time the bout is stopped.
a.Partial or incomplete rounds will be scored. If no action has occurred, the round should be scored as an even round. This is at the discretion of the judges.
13.A fighter who is hit with an accidental low blow must continue after a reasonable amount of time but no more than five (5) minutes, or he/she will lose the fight.
"Uniform Rules of Boxing." abcboxing.com. Association of Boxing Commissions. July 2008


Championship Rules Female Boxing Guidelines
1.All bouts shall be scheduled for no more than (10) rounds with each round lasting two (2) minutes. One (1) minute between rounds.
2.Female boxers shall use NO facial cosmetics and have their hair secured with soft and non-abrasive materials.
3.The weight classes shall be the same as used by male boxers.
4.Female boxers shall wear breast protectors and groin protectors that are both properly fitted and a mouthpiece is also required.
5.Glove size: Females boxers up to 154 lbs., shall use 8 oz., gloves and female boxers over 154 lbs., shall use 10 oz., gloves properly fitted.
All female boxers must provide a negative pregnancy test prior to each bout.
"Championship Rules Female Boxing Guidelines." abcboxing.com. Association of Boxing Commissions. January 2007


Comparison of IBF, WBA, WBC and WBO Championship Bout Rules
IBF
NO Standing Eight (8) Count
NO Three (3) Knockdown Rule
10 point must system is in effect
Only the referee can stop the fight
A boxer who has been knocked down cannot be saved by the bell in any round.
Accidental head butt:
No Decision before four rounds are completed.
Goes to the scorecard after four rounds are completed. Four (4) rounds are completed when the bell rings signifying the end of the fourth round.
WBA
NO Standing Eight (8) Count
Three (3) Knockdown Rule is in effect
10 point must system is in effect
Only the referee can stop the fight
A boxer legally knocked down cannot be saved by the bell in any round.
Accidental head butt:
Technical draw before the completion of the fourth round.
Goes to the scorecard after four rounds are completed.
WBC
NO Standing Eight (8) Count
NO Three (3) Knockdown Rule
10 point must system is in effect
Only the referee can stop the fight
The bell can save the boxer only in the last round.
Accidental head butt:
Technical Draw before the bell for the start of the fifth (5th) round. (Most states have eliminated the technical draw decision and have replaced it with a no contest.)
Goes to the scorecard after the bell for the start of the fifth (5th) round.
WBO
NO Standing Eight (8) Count
NO Three (3) Knockdown Rule
10 point must system is in effect
Only the referee can stop the fight
A boxer who has been knocked down cannot be saved by the bell in any round.
Accidental head butt:
No Decision before four rounds are completed.
Goes to the scorecard after four rounds are completed. Four (4) rounds are completed when the bell rings signifying the end of the fourth round.
Note: Boxing sanctioning bodies and state and local boxing commissions rules and regulations may differ significantly. For further informaton see boxing organizations and boxing commissions

Friday, November 19, 2010

Golf

INTRODUCTION

Golf is a game in which a ball is struck with a club from a prepared area, known as the "teeing ground", across fairway and rough to a second prepared area, which has a hole in it, known as the "putting green". The object of the game is to complete what is known as a hole by playing a ball from the teeing ground into the hole on the putting green in the fewest possible number of strokes. A "round of golf' consists of playing 18 such holes.

There are basically two forms of play, one which is decided by holes won and lost (match play) and the other which is decided by the total number of strokes taken to complete the round (stroke play).

There are three important principles to remember when playing golf:
Play the course as you find it. Play the Ball as it lies.
And if you can't do either, do what's fair."
To do what's fair you need to know the Rules. The following is a summary of the Rules of Golf, simplified where possible.

ETIQUETTE

Etiquette covers both Courtesy and Priority on the Course as well as Care of the Course. Whilst the following points are not Rules as such they are an important part of the game.

1 Don't move, talk or stand close to a player making a stroke.
2 Don't play until the group in front is out of the way.
3 Always play without delay. Leave the putting green as soon as all players in your group have holed out.
4 Invite faster groups to play through.
5 Replace divots. Smooth footprints in bunkers.
6 Don't step on the line of another player's putt.
7 Don't drop clubs on the putting green.
8 Replace the flagstick carefully.

DEFINITIONS

The Definitions section of the Rules of Golf contains over forty Definitions which form the foundation around which the Rules of play are written. A good knowledge of the defined terms will help in the correct application of the Rules. These include:

Teeing Ground - the starting place for the hole, defined by two tee-markers.
Through the Green - the whole area of the golf course except the teeing ground and putting green of the hole being played and all hazards.
Hazards - any bunker or water hazard.
Putting Green - an area specially prepared for putting and containing a 41/2 inch diameter hole.
Out of Bounds - ground on which play is prohibited i.e. not part of the course. A ball is out of bounds when all of it lies out of bounds.
Loose Impediments - natural objects such as stones, leaves and twigs provided they are not fixed or growing, are not solidly embedded and are not sticking to the ball.
Obstructions - any man-made object, except:
(1) objects defining out of bounds
(2) any part of an immovable man-made object which is out of bounds; and
(3) any construction declared by the Committee in the Local Rules to be an integral part of the course.
Casual Water - any temporary accumulation of water on the course which is visible before or after the player takes his stance (dew and frost are not casual water).
Ground Under Repair - any portion of the course so marked by the Committee. Also includes material piled for removal and a hole made by a greenkeeper, even if not so marked.

THE RULES OF PLAY

GENERAL POINTS

Before commencing your round:
(1) Read the Local Rules on the score card.
(2) Put an identification mark on your ball. Many golfers play the same brand of ball and if you can't identify your ball, it's lost.
(3) Count your clubs. You are allowed a maximum of 14 clubs.

During the round, don't ask for "advice" from anyone except your partner or caddie. Don't give advice to anyone except your partner.

During a hole you may not play a practice stroke.

TEEING OFF

Tee off between and not in front of the tee-markers. You may tee off up to two club-lengths behind the front line of the tee-markers.

Teeing off outside this area - in match play there is no penalty but your opponent may ask you to replay your stroke; in stroke play you incur a two-stroke penalty and must then play from within the proper area.

PLAYING THE BALL

Play the ball as it lies. Don't improve your lie, the area of your intended swing or your line of play by moving, bending or breaking anything fixed or growing except in fairly taking your stance or making your swing. Don't press anything down or build a stance.

If your ball lies in a bunker or a water hazard don't touch the ground in the bunker, or the ground or water in the water hazard, before your downswing.

The ball must be fairly struck, not pushed or spooned.

Playing a wrong ball (except in a hazard) - in match play you lose the hole; in stroke play you incur a two-stroke penalty and you must then play the correct ball.

ON THE PUTTING GREEN

You may repair ball marks and old hole plugs on the line of your putt but not any other damage, including spike marks.

You may mark, lift and clean your ball on the putting gre·en. Always replace it on the exact spot.

Don't test the putting surface by scraping it or rolling a ball over it.

Ball played from putting green strikes flagstick - in match play you lose the hole; in stroke play you incur a two-stroke penalty.

BALL AT REST MOVED

If your ball is at rest and it is moved by you, your partner or your caddie, except as permitted by the Rules, or if it moves after you have addressed it, add a penalty stroke and replace your ball.

If your ball is at rest and is moved by someone else or another ball, replace it without penalty to you.

BALL IN MOTION DEFLECTED OR STOPPED

Ball struck by you is deflected or stopped by you, your partner or your caddie - you incur a one-stroke penalty and the ball is played as it lies.

Ball struck by you is deflected or stopped by someone else - play your ball as it lies wihout penalty, except (a) in match play, if an opponent or his caddie deflects the ball you have an option to replay the stroke or (b) in stroke play, if the ball is deflected after a stroke from on the putting green, you must replay it.

Ball struck by you is deflected or stopped by another ball at rest- in matchplay, no penalty and the ball is played as it lies except. In stroke play you incur a two-stroke penalty if your ball and the other ball were on the putting green before you played.

LIFTING, DROPPING AND PLACING THE BALL

If a lifted ball is to be replaced, its position must be marked. If a ball is to be dropped or placed in any other position (e.g. taking relief from GUR, etc.) it is recommended that the ball's original position be marked.

When dropping, stand erect, hold the ball at shoulder height and arm's length and drop it. If a dropped ball strikes you or your partner, caddie or equipment it must be re-dropped without penalty.

There are eight instances where a dropped ball rolls to such a position that it must be re-dropped - see Rules of Golf Rule 20 - 2c

BALL INTERFERING WITH OR ASSISTING PLAY

You may lift your ball if it might assist any other player.

You may have any ball lifted if it might interfere with your play or assist any other player.

LOOSE IMPEDIMENTS

You may move a loose impediment unless it and your ball are in a hazard. However, if you have touched a loose impediment within one club-length of your ball and your ball moves, the ball must be replaced and (unless your ball was on the putting green) you incur a penalty stroke.

OBSTRUCTIONS

Check the Local Rules on the score card for guidance on immovable obstructions (e.g. surfaced roads and paths etc.) .

Movable obstructions (e.g. rakes, tin cans etc.) anywhere on the course may be moved. If the ball moves it must be replaced without penalty.

If an immovable obstruction (e.g. a water fountain) interferes with your stance or swing, you may drop the ball within one club-length of the nearest point of relief not nearer the hole. There is no relief for intervention on your line of play unless your ball and the obstruction are on the putting green.

CASUAL WATER, GROUND UNDER REPAIR etc.

If your ball is in casual water, ground under repair or a hole or cast made by a burrowing animal e.g. a rabbit, you may drop without penalty within one club-length of the nearest point of relief not nearer the hole.

WATER HAZARDS

Check the Local Rules on the score card to establish whether the sea,lake, river etc. is a `water hazard' or a `lateral water hazard'.

Ball in watery hazard - play the ball as it lies or, under penalty of one stroke, (a) drop any distance behind the water hazard keeping a straight line between the hole, the point where the ball crossed the margin of the water hazard and spot on which the ball is dropped, or (b) play again from where you hit the ball into the hazard.

Ball in lateral water hazard - in addition to the options for a ball in a water hazard (see above), under penalty of one stroke, you may drop within two club-lengths of (a) the point where the ball crossed the margin of the hazard or (b) a point on the opposite side of the hazard equidistant from the hole.

BALL LOST OR OUT OF BOUNDS

Check the Local Rules on the score card to identify the boundaries of the course. If your ball is lost outside a water hazard or out of bounds you must play another ball from the spot where the last shot was played under penalty of one stroke i.e. stroke and distance. You are allowed 5 minutes to search for a ball, after which if it is not found or identified it is lost. If, after playing a shot, you think your ball may be lost outside a water hazard or out of bounds you may play a `provisional ball'. You must state that it is a provisional ball and play it before you go forward to search for the original ball. If the original ball is lost or out of bounds you must continue with the provisional ball under penalty of one stroke. If the original ball is not lost or out of bounds, you must continue play of the hole with it and the provisional ball must be abandoned.

BALL UNPLAYABLE

If you believe your ball is unplayable outside a water hazard (and you are the sole judge), you may under penalty of one stroke, (a) drop within two club-lengths of where the ball lies not nearer the hole, (b) drop any distance behind the point where the ball lay keeping a straight line between the hole, the point where the ball lay and the spot on which the ball is dropped, or (c) replay the shot. If your ball is in a bunker you may proceed under (a), (b) and (c). However, if you elect to proceed under (a) or (b) you must drop in the bunker.

CONCLUSION

A good score may be spoiled, or a match lost, due to a penalty incurred through ignorance or confusion concerning the Rules. A sound knowledge of the above summary should aid the golfer in tackling a "Rules problem". Nevertheless, the complete Rules of Golf as approved by the Royal and Ancient Golf Club of St. Andrews and the United States Golf Association, should be consulted where any doubt arises.

Basketball

SCORING:

  • 2 point field goal- a shot made from anywhere during play inside the 3 pt arc.
  • 3 point field goal- a shot made from anywhere outside the 3 pt arc.
  • Free throw- 1 point is awarded to an unguarded shot taken from behind the free throw line while the clock is stopped.

SKILLS:

  • Boxing out- a player’s position between an opposing player and the basket to obtain a better rebounding position.
  • Dribbling- bouncing the ball with 1 hand using your fingertips instead of your palm so that it rebounds back to yourself (the only legal way to move with the ball)
  • Passing- moving the ball by throwing, bouncing, handing, or rolling it to another player (Chest, Bounce, Lob)
  • Shooting- throwing the ball to make a basket
  • Pivoting- stepping once or more in any direction with the same foot while holding the other foot at its initial point.
  • Rebounding- The recovering of a shot that bounces off the backboard or the rim.

FOULS: results in one or more free throws awarded to the opposing team

  • Blocking- impeding the progress of an opponent by extending one or both arms horizontally or getting in the path of a moving player.
  • Charging- running into a stationary player while you are moving with the ball.
  • Hacking- the player hits the arm or hand of the person holding the ball.
  • Holding- the player holds the person with or without the ball.

VIOLATIONS: results in a change of possession with the team in bounding the ball at the side line opposite where the infringement took place

  • Traveling- moving illegally with the ball
  • Three seconds- an offensive player remains in the key (free throw lane- the area under the basket) for more than 3 seconds
  • Double dribble- a player dribbles the ball with both hands at the same time or they stop and then start dribbling again

TERMS:

  • Air ball- a shot that completely misses the rim and the backboard
  • Assist- a pass to a teammate who then scores a field goal.
  • Defense- team trying to stop the other team from scoring
  • Dunk- to throw the ball down into the basket with the hand above the level of the rim
  • Fast break- dribbling or passing the ball towards your basket before the defense can set up
  • Man-to-man- a defensive strategy where everyone guards an assigned player
  • Offense- team trying to score
  • Turn over- any loss of the ball without a shot being taken
  • Zone defense- a defensive strategy where everyone guards an area instead of a player (2-1-2, 2-3)

Baseball

Basic Baseball Rules

For young players and parents unfamiliar with the rules of baseball, here are the basic rules:

Batting, Outs, and Strikes

A youth baseball game usually consists of 6 innings. In each inning, each team will pitch and field while the other team bats. When the batting team gets 3 outs, the other team bats.

Outs

A batter is out when any of the following occur:

  • They get 3 strikes

  • They hit a ball that is caught before the ball hits the ground

  • The ball is thrown to the first-baseman and the first-baseman touches the base with their foot while the ball is in their glove or hand.

  • Any member of the fielding team tags the batter with the ball or the glove containing the ball before they get safely to 1st base.

  • Any member of the fielding team tags the batter with the ball or the glove containing the ball when the batter is on their way to 2nd base, 3rd base, or home.

Any base-runner is out if any of the following occur:

  • The base runner is forced out before arriving at the next base. (See Force Out vs. Tag Out below)

  • The base runner is tagged out while off base.

Strikes and Fouls

A batter may get a strike in 3 different ways:

  • A swing and a miss at a ball

  • A ball thrown into the strike zone that is not swung at but called a strike by the umpire

  • A ball hit "foul".

A "foul" ball is one that is hit so it rolls to the outside of the line from home plate to 1st base or outside the line from home plate to 3rd base. A ball that is hit within the two lines previously described is a "fair" ball. A batter never receives a 3rd and final strike for hitting a foul ball. If foul balls are hit after 2 strikes are obtained, the batter keeps batting. The exception is that if a foul hit ball (or fair ball) is caught before it strikes the ground, the batter is out.

The Strike Zone

The strike zone is approximately the width of the home plate (or a little wider) and has height from about the knees to the shoulders of the batter. This zone will vary slightly among leagues and umpires. As mentioned in the previous paragraph, if the pitched ball is within the strike zone and the batter does not swing, the umpire will call a strike.

Balls and Walks

If the pitcher pitches to an area outside the "strike zone" that is called a "ball" by the umpire and the batter does not swing, this will count as a "ball". If the batter is awarded 4 balls before striking out or getting out in any other way, they will be given a "walk". In a walk, the batter is allowed to safely proceed to first base.

Running the Bases

After a batter hits a fair ball, they will attempt to do one of the following:

  • Run to 1st base only.

  • Run to 1st base, then 2nd base (called a double).

  • Continue past 2nd base and run to 3rd base (called a triple).

  • Continue past 3rd base to home plate (called a home run).

In addition, any previous batters that are on one of the bases may advance to subsequent bases and finally home. A run is scored for each player of the batting team successfully reaching home plate.

Over-Running the Bases

After a fair ball is hit, the batter proceeds to run to first base. If the batter is only going to run to first base, they are allowed to overrun the first base and are "safe" if they touch base before the first-baseman catches the ball while standing on base. The batter is still safe even if they are off base, provided they run straight past the first base and turn to their right. If the batter, however, tags first base and rounds the corner to 2nd base, they may be tagged out if they are not successful! Also, players running from 1st to 2nd or 2nd to 3rd base may always be tagged out if they overrun the base and the 2nd or 3rd baseman tags them. So in summary, overrunning a base without danger of being tagged out is only allowed for a batter running straight past first base.

Tagging Runners Out

Any player of the fielding team may tag any runner out by touching the player with the ball in hand or the glove containing the ball provided the runner is off base with exception of the first base over-run covered in the previous paragraph.

Force-Out vs. Tag-Out Situations

Two runners of the batting team can not occupy a base at the same time. This means that if there is a runner at 1st base and the next batter hits a fair ball, this runner on 1st must advance to at least 2nd base. This is known as a "force out at 2nd" situation. If this is the case, the second baseman only has to tag the base before the runner arrives, rather than tag the runner. If the second baseman has enough time, they may even throw to first base to get the hitter out as well - if successful, this is known as a "double play". In a "bases loaded" situation with runners at each base, a force out is possible at 1st base, 2nd base, 3rd base, or home since all of the runners and batters are forced to advance to the next base. On the other hand, if a runner is already at 2nd base with 3rd base empty and the ball is hit, the 2nd base runner trying to reach 3rd may only be tagged out by actually tagging with the ball (as opposed to simply tagging base). This last case is a "tag out" situation. So in summary, if a runner is forced to advance, a force out is possible. If a runner is not forced to advance, they must be tagged out. A force-out on the batter is always possible at first base.

Rule Concerning Runs Scored When 3rd Out Is Made

All runs scored before the 3rd out is actually obtained will count if the third out occurs in a tag-out situation. So for example, if there are two outs and runners at 2nd and 3rd and the batter hits a ball that results in the 2nd base runner being tagged out at 3rd for the 3rd out yet the 3rd base runner made it home before the actual out was made, the run would count. If on the other hand, the runner made it home after the 3rd out was actually made, the run would not count. If the 3rd out occurred on a force-out situation, the run at home would not count, even if it was achieved before the 3rd out was made.

Rules Concerning Pop Fly Balls

A "pop fly ball" is a ball hit into the air so a fielder can catch it before it hits the ground. If a pop fly is caught before it hits the ground, the batter is automatically out. In addition, any runners that start to advance to another base before the ball is caught are out if the ball is thrown back to the baseman and the baseman tags the base with his/her foot before the runner returns back to base. So for example, a pop fly is hit. While the fly ball is in the air, a runner on 2nd base advances to 3rd. The ball is caught and thrown back to the 2nd baseman and he/she tags base before the runner can get back on base. The runner would be out. A runner may "tag up" however, and then safely run to the next base. "Tagging up" means the runner waits until after the fair-hit pop-fly ball is caught and then runs to the next base. So, if our 2nd base runner had waits until the ball is caught before proceeding to 3rd base, the runner would be safe, provided they did not get tagged out at 3rd base.

Stealing Bases

In youth baseball leagues for ages 9 and below, stealing bases in generally not allowed although there are exceptions. For youth baseball leagues for ages 9-12, stealing bases is allowed. An existing runner may run to the next base after the pitch is thrown and arrives at the catcher, even if the ball is not hit. This is known as a steal. The pitching team may try to tag this runner out. This is a tag-out situation. Note that a runner may not steal on a ball hit foul - in this case the stealing runner is allowed to safely return to the original base. Also note that some leagues may allow stealing bases before the ball gets to the catcher. Check your local rules.

Hockey

Face-offs

Five face-off circles are painted on the ice. Two on either side and just in front of each net and one at the center of the ice. When play begins at the beginning of a period or after a stoppage in play, two players will face each other at one of the face-off circles and try to gain possession of the puck when the referee or linesman drops the puck. This is why you will hear frustrated hockey fans screaming "Drop the puck!" when there has been a long stoppage in play. The players stand with their sticks crossed and poised right over the face-off dot, and they often joust a bit with their sticks before the puck is dropped. If a player gets too rambunctious the official can wave him out of the circle and get another player to take the face-off.

At the beginning of a period, the face-off is always at center ice. After a stoppage in play, where the face-off takes place will depend upon how and why the play was stopped.

Penalties

Players will often receive penalties for their constant bad behavior. The referees are the final arbiters of the penalties they call, and players can get into worse trouble by arguing with refs who penalize them. There are four different kinds of penalties: a minor penalty, for which a player must sit in the penalty box for two minutes; a major penalty, for five minutes in the box; a misconduct, for ten minutes; and a game misconduct, which sends a player out for the whole game. In cases of extreme cheap shots or attempts to injure, the league will review the incident and can hand out stiffer suspensions of several games and/or fine the player.

When one team has a player in the box due to a minor penalty, it must play "shorthanded" (with one less skater) until the penalty expires or the opposing team scores a goal. This situation is called a "power play" for the unpenalized team, and a "penalty kill" for the penalized team. If the penalty is a major penalty, the penalized team must kill the penalty for the entire five minutes, regardless of how many goals the opposing team scores. If a penalized team manages to score a goal while killing the penalty, it is called a shorthanded goal. A team can be shorthanded by two players, but no more. If more than two of a team's players are penalized the team will continue to play with four players (but the penalized players must still serve their penalties before they can play). If a player from each team is assessed a minor or major penalty in the same incident, the penalties are called offsetting. The players must sit in the box but the teams continue to play at full strength (with six players each).

A ten-minute or game misconduct only results in the player being ejected from the game for the stated amount of time; the player's team is not shorthanded for the duration of the misconduct.

Offsides

This is one of the more confusing rules for many new hockey fans. We'll try to keep it simple. A player cannot pass forward (toward the opposing team's goal) to a teammate who is another zone, except when the passing player is in the defending zone (behind his own blue line) and his teammate is in the neutral zone but has not passed the red (center) line. If a player is in the defending zone and he passes to a player who has crossed the red line, the play will be called offside and stopped. This kind of offside is called a "two line pass." If the passer and the receiver are both in the neutral zone (between the two blue lines), it's okay to pass the puck past the red line. A player is never permitted to pass forward to a teammate in the attacking zone (behind the opposing team's blue line). A player may always pass back to a teammate in another zone. When a play is called offside, the whistle is blown and play is stopped for a face-off, the location of which is determined by the circumstances of the offside.

Bringing the puck into the attacking zone has special offside rules. The puck must cross the opposing team's blue line before any attacking player does or the play is called offside and stopped. If the puck leaves the attacking zone while attacking players are still in it, they must all skate back out of the zone before the puck can be shot back in by the attacking team or the play will be offside. If, however, the puck bounces back in off a defending player or is shot back in by a defending player, the play will not be offside.

For the purposes of this rule, a player passes into a zone when both of his skates have completely crossed the line that separates it from the preceding zone. The player's stick or one skate can be in a zone, but so long as one of his skates is touching the line he is not considered in the next zone. For the purposes of passing a puck from one zone forward to another, the puck is considered to enter another zone when it completely crosses the line. The linesmen do not refer to the skates of the player in possession of the puck in these cases.

If the offside rules bore you, you are not alone. It is perfectly possible to enjoy hockey without having a refined understanding of the offside rules. You can just nod as if you understand and leave it up to the linesmen.

Icing

To clarify matters, or to confuse you further, we should mention that it is perfectly acceptable to shoot a puck forward into another zone so long as you are not passing it to a teammate. That is, unless you commit the horrendous crime of icing. It is extremely nerve-wracking to have the attacking team passing the puck around in your zone, so defending players are often tempted to get the puck the hell out of there and shoot it down the length of the ice. If players were allowed to do this with impunity, it would make the game rather boring, as teams would rarely be able to maintain any sustained pressure around the opposing team's net. Therefore, whenever a player shoots a puck from his side of the red line (center) towards the attacking zone, it is called icing unless it is on target for the opposing team's net. There are a few conditions required for this rule to apply. The puck must actually make it to the other end of the rink, and it must not have been possible for the opposing team to obtain possession of the puck. If a linesman thinks a player on the opposing team could have got the puck, he waves off icing and no call will be made. If a teammate of the player who shot the puck can touch the puck before or after it hits the other side of the rink and before a player on the opposing team touches it, then icing is waved off. Finally, a team that is killing a penalty (i.e., when the other team has a power play) is permitted to ice the puck without being called for icing.

If the puck makes it through all these conditions, which happens frequently enough, the whistle is blown, play is stopped, and the puck goes all the way back to the zone of the team that iced the puck for a face-off. This gives the opposing team the opportunity to start the play all set up in the attacking zone, where it's fun to be. This might not seem like a particularly stiff penalty, but teams do not like getting cozy with their opponents in their defending zones, so they avoid icing in all but the most dangerous situations.

Checking

Hockey is a rough sport, and the players are allowed, under certain circumstances, to smash into each other. When a player is carrying the puck forward, players from the opposing team are permitted to impede his progress by skating into him. This is called checking. You can also check a player who has just received a pass, and you can usually get away with checking a player who has just made a pass.

The Crease

The crease is the blue painted area in front of the goal, and it is supposed to be the domain of the goaltender. Players may not enter the crease and interfere with the goaltender. They may enter the crease if they are following the puck in. If a player scores a goal while a teammate is in the crease, the goal can be disallowed if it is ruled that the player in the crease was interfering with the goaltender. If a player is in control of the puck, shoots or carries it into the crease and then scores, the goal is allowed. If a player skates into the goaltender with or without the puck, an interference penalty (see below) will usually be assessed.

Boarding

Boarding occurs when a player is facing the boards and an opposing player checks him from behind so that he is violently crushed into the boards. A player can be assessed either a minor or major penalty for boarding, and in many cases more severe penalties or suspensions will be assessed, because players can be very badly hurt from this. If a player is bent over and is slammed into the boards, he can suffer a concussion or even a broken neck, so players and officials alike frown heavily upon players who commit boarding.

Charging

A charging penalty is assessed whenever a player checks another player with excessive violence after skating a long distance. This is mostly a judgement call on the part of the ref; they don't like to see a player line up another and go skating up to smash into him at top speed. This penalty can also apply if a player checks a goaltender. Goaltenders may not be checked even if they leave their creases.

Cross-checking

Cross-checking occurs when a player smashes into another player with his stick held in both hands in front of his body. It can be very painful, and players are very fond of it. A little bit of cross-checking, particularly when defending one's own net, is usually permitted by the refs, but if it becomes excessive or it's just gratuitous nastiness, a penalty will be called.

Elbowing

You aren't allowed to stick your elbow out and hurt people. Aww! Come on! The league takes this pretty seriously, because elbowing can cause concussions. If a player receives a major penalty for an elbow, he also receives an automatic game misconduct and a minimum $100 fine.

Head-Butting

Head-butting is a major no-no. If a player attempts a head-butt, he receives a double-minor penalty. If he actually does head-butt someone, he receives a major penalty. If the head-putted person is injured, the player receives a major penalty and a game misconduct.

High Sticking

If a player's stick makes contact with another player above the struck player's shoulder height, a penalty will be assessed. This applies even if the contact was accidental, unless the contact occurred in the normal windup or follow-through of a shot. If the contact is deliberate and/or causes an injury, a double minor or major penalty will be assessed.

Players are also not allowed to bat a puck out of the air with a stick above shoulder height, or to redirect a puck into the net with a stick above the height of the crossbar on the goal. If a goal is scored in this manner, it will be disallowed.

Holding

A player is not allowed to hold onto an opponent with his hands, arms or legs. It's okay to use a hand to hold off a player by straight-arming him, but you can't grab or hold him. Players are also forbidden to hold onto other players' sticks. Either sort of infraction results in a minor penalty. You go and sit in the box, and you feel shame.

Hooking

This penalty is assessed when a player uses the blade or shaft of his stick to impede another player's movement. Players do this quite frequently and get away with it, but if they really put the hook on someone they get the whistle.

Interference

This penalty describes a wide range of evils, but it mostly refers to the practice of impeding the progress of a player who is not in possession of the puck. If a player doesn't have the puck, it's nobody else's business where he wants to skate. The league has been trying very hard to crack down on this infraction in recent years, because teams had come to rely on it to shut down opposing teams' skilled players and make the game more boring.

A special sort of interference call is the penalty shot. If someone has a breakaway, i.e., he is on his opponent's side of the red line and there is nobody between him and the goalie, and someone trips him up or otherwise impedes him from behind, he is supposed to be awarded a penalty shot. Refs only do this in extreme cases, usually preferring to assess a tripping or interference minor. If a penalty shot is awarded, the clock is stopped and the player is allowed to skate, all by himself, from center ice towards the opposing goalie and take his best shot. This is one of the more exciting moments in hockey, and we wish refs would award these more often.

Roughing

A roughing penalty is assessed when players get feisty and hit each other or wrestle a bit, but leave their gloves on. You'll quickly notice that refs will allow quite a bit of pushing, shoving and grabbing after the whistle before they'll make a roughing call, but they'll call this penalty if things get out of hand. If the gloves come off and players start slugging each other in earnest, then it's a fight and fighting penalties will be assessed.

Slashing

This is another one of those things that hockey players do all the time and are only penalized for occasionally. Slashing refers to the practice of hitting other players with your hockey stick. Players use their sticks to irritate each other, to interfere with shooting and passing, and, yes, to hurt each other. A slashing penalty is usually called when the contact is particularly nasty, or when an injury is sustained or feigned by the recipient of the blow. Many slashes are disguised as attempts to get the puck, and it's easier to get away with those. Penalties are called more often when a player slashes another player who doesn't have the puck. A slashing penalty will usually be a minor or double-minor. Majors for slashing are rare."

Tripping

Just like it sounds. This can be done with the legs or stick, and it usually results in a minor penalty. See? Some of these rules are really simple!

Cricket

There are many forms of Cricket and have slightly different rules in different forms.
There are "Test Matches", "One Day International(ODI) or 50 Overs Match", "Twenty-Twenty Match".

Official Cricket Rules

Cricket is one of the Outdoor Game. Cricket is a game played between two teams made up of eleven players each.There is also a reserve player called a "twelfth
man" who is used should a player be injured during play. The twelfth man is not allowed to bowl, bat, wicket keep or captain the team. His sole duty is to act as a
substiture fielder. The original player is free to return to the game as soon as they have recovered from their injury.

To apply the law and make sure the cricket rules are upheld throughout the game there are two umpires in place during games. Umpires are responsible for
making decisions and notifying the scorers of these decisions. Two umpires are in place on the playing field while there is also a third umpire off the field who is
in charge of video decisions. This is where the call is too close for the on field umpires and they refer it to the third umpire who reviews slow motion video replays
to make a decision.

Game Structure

Test cricket is a game that spans over two innings. This means that one team needs to bowl the other team out twice and score more runs then them to win the
match. Another key difference between test cricket and other forms of cricket is the length of the innings. In test cricket there is no limit to the innings length.
Whereas in one day cricket & Twenty20 cricket there are a certain amount of overs per innings. The only limits in test cricket is a 5 day length. Before the game
begins an official will toss a coin. The captain who guesses the correct side of the coin will then choose if they want to bat or field first. One team will then bat
while the other will bowl & field. The aim of the batting team is to score runs while the aim of the fielding team is to bowl ten people out and close the batting
teams' innings. Although there are eleven people in each team only ten people need to be bowled out as you cannot have one person batting alone. Batting is
done in pairs.

Once the first team has been bowled out the second team would then go into bat. Once the second team is then bowled out it would normally return to the first
team batting again. However there is an exception to this in the cricket rules, it is called the follow-on. The follow-on is when the first team makes at least 200
runs more than the second team made (in a 5 day test match). This then gives the first team the option to make the second team bat again. This is particularly
useful if the game is progressing slowly or affected by bad weather and there might not be enough time for both teams to play a full innings. Should this be the
case the batting team's captain also has the right to forfeit their innings at any time. This is called a declaration. Some may wonder why a captain would forfeit the
opportunity for his team to bat. However if the game is coming close to a close and it looks like they will not be able to bowl the other team out again this could be
an option. If one team is not bowled out twice and a winner determined in the five days of play the game is declared a draw. Therefore it may be worth declaring
an innings to creat the possibility of a win rather than a draw.

Ways to score runs

The aim of the batsmen is to score runs. One of the main cricket rules is that for batsment to score runs they must run to each other's end of the pitch (from one
end to the other). In doing this one run is scored. Cricket rules state they may run multiple runs per shot. As well as running they can also score runs by hitting
boundaries. A boundary scores the batsmen either 4 or 6 runs. A four is scored by hitting the ball past the boundary after hitting the groud while a six is scored by
hitting the ball past the boundary on the full (before it hits the ground). Cricket rules also state that once a 4 or 6 has been scored any runs physically ran by the
batsman are null & void. They will only obtain the 4 or 6 runs.

Other ways runs can be scored according to the cricket rules include no balls, wide balls, byes & leg byes. Cricket rules state that all runs scored by these
methods are awarded to the batting team but not the individual batters.

A "No Ball" can be declared for many reasons: If the bowler bowls the ball from the wrong place, the ball is declared dangerous (often happens when bowled at
the batsmen's body on the full), bounces more than twice or rolls before reaching the batsman or if fielders are standing in illegal positions. The batsman can hit
a no ball and score runs off it but cannot be out from a no ball except if they are ran out, hit the ball twice, handle the ball or obstruct the field. The batsman gains
any runs scored off the no ball for his shot while the team also gains one run for the no ball itself.
A "Wide Ball" will be declared if the umpire thinks the batsman did not have a reasonable opportunity to score off the delivery. However if the delivery is bowled
over the batsmen's head it will not be declared a wide but a no ball. Umpires are much stricter on wide deliveries in the shorter format of the game while being
much more relaxed in test cricket. A wide delivery will add one run to the batting team and any runs scored by the batsman. The batsman is not able to get out off
a wide delivery except if they are stumped, run out, handle the ball, hit their wicket or obstruct the field.
A "Bye" is where a ball that isn't a no ball or wide passes the striking batsman and runs are scored without the batsman hitting the ball.
A "Leg Bye" is where runs are scored by hitting the batsman, but not the bat and the ball is not a no ball or wide. However no runs can be scored if the striking
batsman didn't attempt to play a shot or if he was avoiding the ball.
Ways Batsmen can be given out according to cricket rules

There are a number of different ways a batsman can be given out in the game of cricket. When a bowler gets a batsman out it is said that the bowler gets a
"wicket". Following are the different ways a batsman can be given out according to the rules of cricket:

Bowled - Cricket rules state that if the ball is bowled and hits the striking batsman's wickets the batsman is given out (as long as at least one bail is removed by
the ball). It does not matter whether the ball has touched the batsman's bat, gloves, body or any other part of the batsman. However the ball is not allowed to have
touched another player or umpire before hitting the wickets.
Caught - Cricket rules state that if a batsman hits the ball or touches the ball at all with his bat or hand/glove holding the bat then the batsman can be caught out.
This is done by the fielders, wicket keeper or bowler catching the ball on the full (before it bounces). If this is done then cricket rules state the batsman is out.
Leg Before Wicket (LBW) - If the ball is bowled and it hits the batsman first without the bat hitting it then an LBW decision is possible. However for the umpire to
give this out he must first look at some of the factors stated in the cricket rules. The first thing the umpire need to decide is would the ball have hit the wickets if
the batsman was not there. If his answer to this is yes and the ball was not pitched on the leg side of the wicket he can safely give the batsman out. However if
the ball hits the batsman outside the line of off stump while he was attempting to play a stroke then he is not out.
Stumped - A batsman can be given out according to cricket rules when the wicketkeeper puts down his wicket while he is out of his crease and not attempting a
run (if he is attempting a run it would be a runout).
Run Out - Cricket rules state that a batsman is out if no part of his bat or body is grounded behind the popping crease while the ball is in play and the wicket is
fairly put down by the fielding side.
Hit Wicket - Cricket rules specify that if a batsman hits his wicket down with his bat or body after the bowler has entered his delivery stried and the ball is in play
then he is out. The striking batsman is also out if he hits his wicket down while setting off for his first run.
Handled The Ball - Cricket rules allow the batsman to be given out if he willingly handles the ball with the hand that is not touching the bat without the consent of
the opposition.
Timed Out - An incoming batsman must be ready to face a ball or be at the non strikers end with his partner within three minutes of the outgoing batsman being
dismissed. If this is not done the incoming batsman can be given out.
Hit The Ball Twice - Cricket rules state that if a batsman hits a ball twice other than for the purpose of protecting his wicket or with consent from the opposition he
is out.
Obstructing The Field - A batsman is out if he willingly obstructs the opposition by word or action
There are many other cricket rules. However these are most of the basics and will get you well on your way to playing the game. Many of the more advanced rules
& laws can be learned along the way and are not vital to general play.